Exemple #1
0
 public override void OnExcuteWithEvent(MovementFsm fsm)
 {
     //fsm.ProcessCollisionBacktrack(fsm.boxRayCaster.Right);
     //fsm.ProcessCollisionBacktrack(fsm.boxRayCaster.Left);
     if (!fsm.boxRayCaster.Down.CheckCollision(fsm.onGroundLayer))
     {
         fsm.ChangeState(InAirStateWithEvent.Instance);
         return;
     }
 }
Exemple #2
0
 public override void OnExcuteWithEvent(MovementFsm fsm)
 {
     fsm.Velocity = fsm.Velocity + Vector2.down * fsm.yGravityForce * fsm.UpdateTime;
     if (Mathf.Abs(fsm.Velocity.y) > fsm.yMaxSpeed)
     {
         fsm.Velocity = new Vector2(fsm.Velocity.x, Mathf.Sign(fsm.Velocity.y) * fsm.yMaxSpeed);
     }
     //fsm.ProcessCollisionBacktrack(fsm.boxRayCaster.Right);
     //fsm.ProcessCollisionBacktrack(fsm.boxRayCaster.Left);
     if (fsm.boxRayCaster.Down.CheckCollision(fsm.onGroundLayer))
     {
         fsm.ChangeState(OnGroundStateWithEvent.Instance);
         fsm.Backtrack(fsm.boxRayCaster.Down);
     }
 }
Exemple #3
0
        public override void OnExcuteWithEvent(MovementFsm fsm)
        {
            float velocityY = fsm.Velocity.y;

            velocityY   += fsm.yUpForceInGround * fsm.UpdateTime;
            velocityY    = Mathf.Clamp(velocityY, -fsm.yMaxSpeedInGroundDown, fsm.yMaxSpeedInGroundUp);
            fsm.Velocity = new Vector2(fsm.Velocity.x, velocityY);
            if (!fsm.boxRayCaster.Down.CheckCollision(fsm.onGroundLayer))
            {
                //var result = new List<BoxRayCaster.RayTrigger>(fsm.boxRayCaster.CheckCollision(fsm.onGroundLayer));
                //if(result.Count == 0) {
                //Debug.Log(fsm.boxRayCaster.Down.CollisionStatus);
                //Debug.Break();
                fsm.Velocity = new Vector2(fsm.Velocity.x, fsm.yDigJumpSpeed);
                fsm.ChangeState(InAirStateWithEvent.Instance);
            }
        }